mirror of
https://github.com/FWGS/hlsdk-xash3d
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111 lines
4.3 KiB
C++
111 lines
4.3 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#pragma once
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#if !defined(VECTOR_H)
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#define VECTOR_H
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//=========================================================
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// 2DVector - used for many pathfinding and many other
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// operations that are treated as planar rather than 3d.
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//=========================================================
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class Vector2D
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{
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public:
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inline Vector2D(void): x( 0.0f ), y( 0.0f ) { }
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inline Vector2D(float X, float Y): x( 0.0f ), y( 0.0f ) { x = X; y = Y; }
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inline Vector2D operator+(const Vector2D& v) const { return Vector2D( x + v.x, y + v.y ); }
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inline Vector2D operator-(const Vector2D& v) const { return Vector2D( x - v.x, y - v.y ); }
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inline Vector2D operator*(float fl) const { return Vector2D( x * fl, y * fl ); }
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inline Vector2D operator/(float fl) const { return Vector2D( x / fl, y / fl ); }
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inline float Length(void) const { return sqrt(x * x + y * y ); }
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inline Vector2D Normalize ( void ) const
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{
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//Vector2D vec2;
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float flLen = Length();
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if( flLen == 0 )
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{
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return Vector2D( 0, 0 );
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}
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else
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{
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flLen = 1 / flLen;
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return Vector2D( x * flLen, y * flLen );
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}
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}
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vec_t x, y;
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};
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inline float DotProduct( const Vector2D& a, const Vector2D& b ) { return( a.x * b.x + a.y * b.y ); }
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inline Vector2D operator*( float fl, const Vector2D& v ) { return v * fl; }
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//=========================================================
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// 3D Vector
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//=========================================================
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class Vector // same data-layout as engine's vec3_t,
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{ // which is a vec_t[3]
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public:
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// Construction/destruction
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inline Vector( void ): x( 0.0f ), y( 0.0f ), z( 0.0f ) { }
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inline Vector( float X, float Y, float Z ): x( 0.0f ), y( 0.0f ), z( 0.0f ) { x = X; y = Y; z = Z; }
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//inline Vector( double X, double Y, double Z ) { x = (float)X; y = (float)Y; z = (float)Z; }
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//inline Vector( int X, int Y, int Z ) { x = (float)X; y = (float)Y; z = (float)Z; }
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inline Vector( const Vector& v ): x( 0.0f ), y( 0.0f ), z( 0.0f ) { x = v.x; y = v.y; z = v.z; }
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inline Vector( float rgfl[3] ): x( 0.0f ), y( 0.0f ), z( 0.0f ) { x = rgfl[0]; y = rgfl[1]; z = rgfl[2]; }
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// Operators
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inline Vector operator-( void ) const { return Vector( -x, -y, -z ); }
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inline int operator==( const Vector& v ) const { return x==v.x && y==v.y && z==v.z; }
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inline int operator!=( const Vector& v ) const { return !( *this==v ); }
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inline Vector operator+( const Vector& v ) const { return Vector( x + v.x, y + v.y, z + v.z ); }
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inline Vector operator-( const Vector& v ) const { return Vector( x - v.x, y - v.y, z - v.z ); }
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inline Vector operator*( float fl) const { return Vector( x * fl, y * fl, z * fl ); }
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inline Vector operator/( float fl) const { return Vector( x / fl, y / fl, z / fl ); }
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// Methods
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inline void CopyToArray( float* rgfl ) const { rgfl[0] = x, rgfl[1] = y, rgfl[2] = z; }
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inline float Length( void ) const { return sqrt( x * x + y * y + z * z ); }
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operator float *() { return &x; } // Vectors will now automatically convert to float * when needed
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operator const float *() const { return &x; } // Vectors will now automatically convert to float * when needed
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inline Vector Normalize( void ) const
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{
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float flLen = Length();
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if( flLen == 0 ) return Vector( 0, 0, 1 ); // ????
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flLen = 1 / flLen;
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return Vector( x * flLen, y * flLen, z * flLen );
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}
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inline Vector2D Make2D( void ) const
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{
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Vector2D Vec2;
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Vec2.x = x;
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Vec2.y = y;
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return Vec2;
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}
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inline float Length2D( void ) const { return sqrt( x * x + y * y ); }
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// Members
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vec_t x, y, z;
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};
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inline Vector operator*( float fl, const Vector& v ) { return v * fl; }
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inline float DotProduct( const Vector& a, const Vector& b ) { return( a.x * b.x + a.y * b.y + a.z * b.z); }
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inline Vector CrossProduct( const Vector& a, const Vector& b ) { return Vector( a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x ); }
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#endif
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